Tag Archives: adventures

Hiatus

The news that the Doctor Who wasn’t going to be returning 2019 put a downer on the conclusion of last year’s series. Then again, now it would appear that we might yet get a taster of more Who from Jodie Whittaker and friends toward the end of the year (if not an actual festive episode).

For those who roleplay the adventures of The Doctor (or, at least, a Timelord of some shape or form) that doesn’t mean there’s a lack of inspiration. For one, I always seem to have one book or another from the excellent Cubicle 7 game nearby, wherever I go in my house (there are a lot of books lying around).

On the other hand, it doesn’t have to be RPG reading material necessarily. The Doctor has regular new adventures in fiction, the monthly Doctor Who magazine, on Big Finish audio and in new releases on Blu-Ray or DVD (OK, the last adventures might not be new, but if you’re running games for anyone under of the age of 25, most of the Classic Doctor’s voyages in time and space might as well be considered new material).

Make the most of it—there are very few veins of fictional material so rich in potential background (beyond Star Trek and Star Wars, which themselves have hundreds—if not thousands—of media tie-ins across books, screen, comics, audio and computer games). Take notes—spend what time you can watch or listening to more Who.

Someone asked me how you write an adventure—and there’s probably some science to it if you want to get published. However, for a home campaign, you can be sketchy as heck. Watch a TV procedural drama and make notes of the clues and the scenes—and then make it a bit sci-fi… and throw in an unexpected twist. I mean, if you take the average detective series and replace the murderer with an alien, is it too far off what you need for an evening’s entertainment?

Tune in to any number of other series on TV or online, and you’re certain to find inspiration. I had an idea for an adventure in northern England that involved the Zygons after watching a historical programme about Roman occupation and rituals practiced in honour of their gods. A little reading on Wikipedia, a quick spin in StreetView and a spot of Image searching for ideas found a whole pile of additional twists and turns, including some handy derelict railway tunnels.

Never let the Doctor fade away when you have a glimmer of creative possibility to mine! You can fill the void with your own adventures and keep the flame of Gallifrey burning bright while we wait for 2020 to roll around and more new Who…

The Ghost Monument

The Ghost Monument had a lot to say about the way you play time-travelling adventures, about not setting barriers but, at the same time, creating alien environments from the familiar. It wasn’t necessarily subtle, but programmes like Star Trek and Doctor Who have been doing that since the 60s. When you play adventures in sci-fi, don’t make the challenge understanding the small stuff – make it grand and strange, weird and disconcerting.

We’re (Not) All Human

In truth, humanity costs less than alien. When you have an alien, you need effects – cosmetic or CGI. When you do human – perhaps with a little tweak to the nose or a daub of paint on the temples – you can still be alien bit without needing the audience – or the players – to make a leap in their understanding.

The Ghost Monument did that brilliantly here because Ryan, Yasmin and Graham desperately want to find an anchor, a solid foundation in the world of Desolation. If they can find something familiar they can work outward from their in quantifying the strange and the alien. Neither Epzo nor Angstrom offer that – they don’t know what Earth is or humans for that matter. The sense of connection that the companions seek refuses to manifest, like the Ghost Monument itself.

When you run a game of Renegade or Doctor Who  don’t attempt to create aliens that stretch the imagination or demand lengthy description. When you opt for human-like aliens, you can achieve the sense of the alien by robbing the player characters of any common ground. Even in an alternate history adventure, you can achieve the same result when no one recognises Kennedy or Shakespeare, despite every certainty they should be known to everyone.

Universal Translator

For a very long time the TARDIS has been the essential element that made the whole business of alien languages make sense. The telepathic link with the TARDIS meant that everything made sense – spoken or written. In The Ghost Monument, without a TARDIS to fall back on, we have medi-units that achieve the same result, injecting a sub-dermal universal translator chip on detecting the lack of one.

While it might be interesting to occasionally find the travellers unable to understand the world around them, it makes for a simpler game all together if you skip language and move on. In a game with many skills, even spending a few points on a language means not picking something cool. In Renegade, you only have a couple of Specials to start with, so why would you spend them on something like Linguistics or whatever.

The challenge of the adventures should be more than the simple barriers of language. If you want the incomprehensible, they consider a puzzle instead, a riddle or hidden cypher than can challenge the player to solve it. Language confounds the characters and makes the game harder to run, never mind play.

Oh… I Forgot I Put Stuff in these Pockets

“I never said it would be easy, I only said it would be worth it.” If you offer the player characters the basics, they can work out the rest and use their ingenuity and background to fill in the gaps. A spark of imagination and a half-abandoned warehouse full of tools sounds like an A-Team montage scene to me – and the same should apply when the player characters need to create a missing sonic multi-tool or cobble together a means to temporarily immobilise an enemy.

Give them string, sunglasses, a cricket ball, a transistor radio and a packet of jelly babies – because with that lot they have a world of potential. The path ahead shouldn’t be plain sailing, by any means, but dumping the characters in an alien jail every time they get captured with nothing to work with will just get tiresome. Make that jail a tool shed. Make that cell someone’s stationery cabinet. Or at least give the characters a tool they can chisel a message into a stone pillar with and discover it by chance three adventures earlier so they can organise an escape.

Don’t You See… I Got It Mostly Right

Human but alien. Comprehensible but puzzling. Most of the answers but without all the facts about the problem or the tools to get it resolved. Playing a game of Renegade or Doctor Who should be challenging for all the right reasons – filled with people, clues, puzzles, mystery, abandoned ruins, odd remnants and more than a scattering of ghosts and memories. In the midst of all that lies fun without frustration – and the promise of adventures yet to come.

More Capsules Please

Doctor-Who-coverNot so long ago, Cubicle 7 released several short and punchy PDF only adventures for Doctor Who. While they have since spent their time concentrating on the Sourcebooks for the individual Doctors – with some excellent content – I’m hankering after more of the snappy capsule adventures.

With the promise that they’ll soon be filling the current core rules void with a swanky new edition featuring Peter Capaldi, would there be a better time to support that release with more PDFs. When a newcomer tries the game for the first time, they will have already spent almost £40 – so, they’re unlikely to go all in and spend another £25 or more on a Sourcebook. However, having finished the introductory adventures, why not draw them in with something a tad more accessible and cheap?

Doctor-Who-Ravens-of-Despair-DWAITASCat’s Eye, Medicine Man and The Ravens of Despair are all less than £2 a pop in PDF, which seems a lot more practical and less of a gamble. I think The Ravens would probably be the best bet for a Capaldi-centred game while, thematically, Medicine Man suits Matt Smith and Cat’s Eye feels more David Tennant. Admittedly, it’s the Doctor and should be pretty interchangeable – and if you run a game for a player-created Time Lord and crew, it doesn’t much matter.

That aside, I thought these little adventures were great fun and great value – you can read individual reviews of Cat’s Eye, Medicine Man and Ravens over on Geeknative. I’d just like to see more – and the opening of the new series mid-September seems a prime time to launch them.